Files
Paradise/code/datums/datacore.dm
Alan 392202d691 Add new sprites and coloring methods for basic jumpsuits. (#31568)
* Add new sprites and coloring methods for basic jumpsuits.

* Move palettes to dye_registry.dm. Add palette keys to jumpskirts.

* Add colored inhands, inventory sprites, icon and palette updates.

* Add jumpskirt item sprite.

* Add prisoner jumpsuit, psychedelic jumpsuit, random jumpskirt.
- Add new sprites for prisoner jumpsuits, skirts, and their rolldowns.
- Generate psychedelic jumpsuit icon in code, using colors it was originally composed of overlayed on the white jumpsuit.
- Add psychedelic jumpskirt, rolldowns, and inhands, since they are now easy to generate.
- Add a subtype for random jumpskirts patterned after random jumpsuits.
- Tweak orange color palette.
- Ensure randomized jumpsuits and skirts get the proper names and descriptions.

* Add dummy psychedelic suit sprites to satisfy linters.

* Attempt dyeing. Cleanup icon states. Update references.
- Moves jumpsuit coloring out of human_update_icons.dm to color.dm and updates dyeing.dm to hopefully enable dyeing. In the current state it only colors object sprites properly.
- Deletes icon states that will no longer be used for each solid color jumpsuit.
- Updates references to old icon states in datacore.dm, character.dm, and chameleon.dm to the white icon with a swapped palette where possible.

* Thanks, linters.

* Thanks, linters. part 2

* Fix dyeing. Add misc prison jumpsuit sprites.

* Dye chameleon jumpsuit when it mimics colored jumpsuit.

* Eliminate chameleon lag by caching jumpsuit icons.

* Add missing keyword args. Thanks, linters.

* Replace resistance flags in black jumpsuit.

Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

* Tweak jumpskirt shading on south humans and greys.

---------

Signed-off-by: Alan <alfalfascout@users.noreply.github.com>
2026-03-22 22:24:02 +00:00

607 lines
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/datum/datacore
var/list/medical = list()
var/list/general = list()
var/list/security = list()
var/list/ai = list()
//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
var/list/locked = list()
/*
We can't just insert in HTML into the TGUI so we need the raw data to play with.
Instead of creating this list over and over when someone leaves their PDA open to the page
we'll only update it when it changes. The PDA_Manifest global list is zeroed out upon any change
using /datum/datacore/proc/manifest_inject(), or manifest_insert()
*/
GLOBAL_LIST_EMPTY(PDA_Manifest)
/datum/datacore/proc/get_manifest_json()
if(length(GLOB.PDA_Manifest))
return
var/heads[0]
var/sec[0]
var/eng[0]
var/med[0]
var/sci[0]
var/ser[0]
var/sup[0]
var/bot[0]
var/misc[0]
for(var/datum/data/record/t in GLOB.data_core.general)
var/name = sanitize(t.fields["name"])
var/rank = sanitize(t.fields["rank"])
var/real_rank = t.fields["real_rank"]
var/isactive = t.fields["p_stat"]
var/department = 0
var/depthead = 0 // Department Heads will be placed at the top of their lists.
if(real_rank in GLOB.command_positions)
heads[++heads.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
depthead = 1
if(rank == "Captain" && length(heads) != 1)
heads.Swap(1, length(heads))
if(real_rank in GLOB.active_security_positions)
sec[++sec.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && length(sec) != 1)
sec.Swap(1, length(sec))
if(real_rank in GLOB.engineering_positions)
eng[++eng.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && length(eng) != 1)
eng.Swap(1, length(eng))
if(real_rank in GLOB.medical_positions)
med[++med.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && length(med) != 1)
med.Swap(1, length(med))
if(real_rank in GLOB.science_positions)
sci[++sci.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && length(sci) != 1)
sci.Swap(1, length(sci))
if(real_rank in GLOB.service_positions)
ser[++ser.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && length(ser) != 1)
ser.Swap(1, length(ser))
if(real_rank in GLOB.supply_positions)
sup[++sup.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && length(sup) != 1)
sup.Swap(1, length(sup))
if(real_rank in GLOB.nonhuman_positions)
bot[++bot.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(!department && !(name in heads))
misc[++misc.len] = list("name" = name, "rank" = rank, "active" = isactive)
GLOB.PDA_Manifest = list(\
"heads" = heads,\
"sec" = sec,\
"eng" = eng,\
"med" = med,\
"sci" = sci,\
"ser" = ser,\
"sup" = sup,\
"bot" = bot,\
"misc" = misc\
)
return
/datum/datacore/proc/manifest()
for(var/mob/living/carbon/human/H in GLOB.player_list)
manifest_inject(H)
/datum/datacore/proc/manifest_modify(name, assignment)
if(length(GLOB.PDA_Manifest))
GLOB.PDA_Manifest.Cut()
var/datum/data/record/foundrecord
var/real_title = assignment
for(var/datum/data/record/t in GLOB.data_core.general)
if(t)
if(t.fields["name"] == name)
foundrecord = t
break
var/list/all_jobs = get_job_datums()
var/is_custom_job = TRUE
for(var/datum/job/J in all_jobs)
var/list/alttitles = get_alternate_titles(J.title)
if(J.title == real_title)
is_custom_job = FALSE
if(assignment in alttitles)
real_title = J.title
is_custom_job = FALSE
break
if(is_custom_job && foundrecord)
real_title = foundrecord.fields["real_rank"]
if(foundrecord)
foundrecord.fields["rank"] = assignment
foundrecord.fields["real_rank"] = real_title
GLOBAL_VAR_INIT(record_id_num, 1001)
/datum/datacore/proc/manifest_inject(mob/living/carbon/human/H)
if(length(GLOB.PDA_Manifest))
GLOB.PDA_Manifest.Cut()
if(H.mind && (H.mind.assigned_role != H.mind.special_role))
var/assignment
if(H.mind.role_alt_title)
assignment = H.mind.role_alt_title
else if(H.mind.assigned_role)
assignment = H.mind.assigned_role
else if(H.job)
assignment = H.job
else
assignment = "Unassigned"
GLOB.crew_list[H.real_name] = assignment
var/id = num2hex(GLOB.record_id_num++, 6)
//General Record
var/datum/data/record/G = new()
G.fields["id"] = id
G.fields["name"] = H.real_name
G.fields["real_rank"] = H.mind.assigned_role
G.fields["rank"] = assignment
G.fields["age"] = H.age
G.fields["fingerprint"] = md5(H.dna.uni_identity)
G.fields["p_stat"] = "Active"
G.fields["m_stat"] = "Stable"
G.fields["sex"] = capitalize(H.gender)
G.fields["species"] = H.dna.species.name
G.fields["ai_target"] = "None" // for malf hud
G.fields["b_dna"] = H.dna.unique_enzymes
// Do some ID card checking stuff here to save on resources
var/card_photo
if(istype(H.wear_id, /obj/item/card/id))
var/obj/item/card/id/IDC = H.wear_id
card_photo = IDC.photo
else
card_photo = get_id_photo(H)
G.fields["photo"] = card_photo
G.fields["photo-south"] = "data:image/png;base64,[icon2base64(icon(card_photo, dir = SOUTH))]"
G.fields["photo-west"] = "data:image/png;base64,[icon2base64(icon(card_photo, dir = WEST))]"
if(H.gen_record && !jobban_isbanned(H, ROLEBAN_RECORDS))
G.fields["notes"] = H.gen_record
else
G.fields["notes"] = "No notes found."
G.fields["nt_relation"] = H?.client?.prefs?.active_character?.nanotrasen_relation || "Unknown relation."
general += G
//Medical Record
var/datum/data/record/M = new()
M.fields["id"] = id
M.fields["name"] = H.real_name
M.fields["blood_type"] = H.dna.blood_type
M.fields["b_dna"] = H.dna.unique_enzymes
M.fields["mi_dis"] = "None"
M.fields["mi_dis_d"] = "No minor disabilities have been declared."
M.fields["ma_dis"] = "None"
M.fields["ma_dis_d"] = "No major disabilities have been diagnosed."
M.fields["alg"] = "None"
M.fields["alg_d"] = "No allergies have been detected in this patient."
M.fields["cdi"] = "None"
M.fields["cdi_d"] = "No diseases have been diagnosed at the moment."
if(H.med_record && !jobban_isbanned(H, ROLEBAN_RECORDS))
M.fields["notes"] = H.med_record
else
M.fields["notes"] = "No notes found."
medical += M
//Security Record
var/datum/data/record/S = new()
S.fields["id"] = id
S.fields["name"] = H.real_name
S.fields["criminal"] = "None"
S.fields["mi_crim"] = "None"
S.fields["mi_crim_d"] = "No minor crime convictions."
S.fields["ma_crim"] = "None"
S.fields["ma_crim_d"] = "No major crime convictions."
S.fields["notes"] = "No notes."
if(H.sec_record && !jobban_isbanned(H, ROLEBAN_RECORDS))
S.fields["notes"] = H.sec_record
else
S.fields["notes"] = "No notes found."
LAZYINITLIST(S.fields["comments"])
security += S
//Locked Record
var/datum/data/record/L = new()
L.fields["id"] = md5("[H.real_name][H.mind.assigned_role]")
L.fields["name"] = H.real_name
L.fields["rank"] = H.mind.assigned_role
L.fields["age"] = H.age
L.fields["sex"] = capitalize(H.gender)
L.fields["blood_type"] = H.dna.blood_type
L.fields["b_dna"] = H.dna.unique_enzymes
L.fields["enzymes"] = H.dna.SE // Used in respawning
L.fields["identity"] = H.dna.UI // "
L.fields["image"] = getFlatIcon(H) //This is god-awful
locked += L
return
/proc/get_id_photo(mob/living/carbon/human/H, custom_job = null)
var/icon/preview_icon = null
var/obj/item/organ/external/head/head_organ = H.get_organ("head")
var/obj/item/organ/internal/eyes/eyes_organ = H.get_int_organ(/obj/item/organ/internal/eyes)
var/g = "m"
if(H.gender == FEMALE)
g = "f"
var/icon/icobase = head_organ.icobase //At this point all the organs would have the same icobase, so this is just recycling.
preview_icon = new /icon(icobase, "torso_[g]")
var/icon/temp
temp = new /icon(icobase, "groin_[g]")
preview_icon.Blend(temp, ICON_OVERLAY)
var/head = "head"
if(head_organ.alt_head && head_organ.dna.species.bodyflags & HAS_ALT_HEADS)
var/datum/sprite_accessory/alt_heads/alternate_head = GLOB.alt_heads_list[head_organ.alt_head]
if(alternate_head.icon_state)
head = alternate_head.icon_state
temp = new /icon(icobase, "[head]_[g]")
preview_icon.Blend(temp, ICON_OVERLAY)
//Tail
if(H.body_accessory && (istype(H.body_accessory, /datum/body_accessory/tail) || istype(H.body_accessory, /datum/body_accessory/wing) || istype(H.body_accessory, /datum/body_accessory/spines)))
temp = new/icon("icon" = H.body_accessory.icon, "icon_state" = H.body_accessory.icon_state)
preview_icon.Blend(temp, ICON_OVERLAY)
else if(H.tail && H.dna.species.bodyflags & HAS_TAIL)
temp = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[H.tail]_s")
preview_icon.Blend(temp, ICON_OVERLAY)
else if(H.wing && H.dna.species.bodyflags & HAS_WING)
temp = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[H.wing]_s")
preview_icon.Blend(temp, ICON_OVERLAY)
else if(H.spines && H.dna.species.bodyflags & HAS_BACK_SPINES)
temp = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[H.spines]_s")
preview_icon.Blend(temp, ICON_OVERLAY)
for(var/obj/item/organ/external/E in H.bodyparts)
preview_icon.Blend(E.get_icon(), ICON_OVERLAY)
// Skin tone
if(H.dna.species.bodyflags & HAS_SKIN_TONE)
if(H.s_tone >= 0)
preview_icon.Blend(rgb(H.s_tone, H.s_tone, H.s_tone), ICON_ADD)
else
preview_icon.Blend(rgb(-H.s_tone, -H.s_tone, -H.s_tone), ICON_SUBTRACT)
// Proper Skin color - Fix, you can't have HAS_SKIN_TONE *and* HAS_SKIN_COLOR
if(H.dna.species.bodyflags & HAS_SKIN_COLOR)
preview_icon.Blend(H.skin_colour, ICON_ADD)
//Tail Markings
var/icon/t_marking_s
if(H.dna.species.bodyflags & HAS_TAIL_MARKINGS)
var/tail_marking = H.m_styles["tail"]
var/datum/sprite_accessory/tail_marking_style = GLOB.marking_styles_list[tail_marking]
if(tail_marking_style && tail_marking_style.species_allowed)
t_marking_s = new/icon("icon" = tail_marking_style.icon, "icon_state" = "[tail_marking_style.icon_state]_s")
t_marking_s.Blend(H.m_colours["tail"], ICON_ADD)
if(!(H.body_accessory && istype(H.body_accessory, /datum/body_accessory/body)))
preview_icon.Blend(t_marking_s, ICON_OVERLAY)
var/icon/face_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = "bald_s")
if(!(H.dna.species.bodyflags & NO_EYES))
var/icon/eyes_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = H.dna.species ? H.dna.species.eyes : "eyes_s")
if(!eyes_organ)
return
eyes_s.Blend(eyes_organ.eye_color, ICON_ADD)
face_s.Blend(eyes_s, ICON_OVERLAY)
var/datum/sprite_accessory/hair_style = GLOB.hair_styles_full_list[head_organ.h_style]
if(hair_style)
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
// I'll want to make a species-specific proc for this sooner or later
// But this'll do for now
if(istype(head_organ.dna.species, /datum/species/slime))
hair_s.Blend("[H.skin_colour]A0", ICON_AND) //A0 = 160 alpha.
else
hair_s.Blend(head_organ.hair_colour, ICON_ADD)
if(hair_style.secondary_theme)
var/icon/hair_secondary_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_[hair_style.secondary_theme]_s")
if(!hair_style.no_sec_colour)
hair_secondary_s.Blend(head_organ.sec_hair_colour, ICON_ADD)
hair_s.Blend(hair_secondary_s, ICON_OVERLAY)
face_s.Blend(hair_s, ICON_OVERLAY)
//Head Accessory
if(head_organ.dna.species.bodyflags & HAS_HEAD_ACCESSORY)
var/datum/sprite_accessory/head_accessory_style = GLOB.head_accessory_styles_list[head_organ.ha_style]
if(head_accessory_style && head_accessory_style.species_allowed)
var/icon/head_accessory_s = new/icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s")
head_accessory_s.Blend(head_organ.headacc_colour, ICON_ADD)
face_s.Blend(head_accessory_s, ICON_OVERLAY)
var/datum/sprite_accessory/facial_hair_style = GLOB.facial_hair_styles_list[head_organ.f_style]
if(facial_hair_style && facial_hair_style.species_allowed)
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(istype(head_organ.dna.species, /datum/species/slime))
facial_s.Blend("[H.skin_colour]A0", ICON_ADD) //A0 = 160 alpha.
else
facial_s.Blend(head_organ.facial_colour, ICON_ADD)
if(facial_hair_style.secondary_theme)
var/icon/facial_secondary_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_[facial_hair_style.secondary_theme]_s")
if(!facial_hair_style.no_sec_colour)
facial_secondary_s.Blend(head_organ.sec_facial_colour, ICON_ADD)
facial_s.Blend(facial_secondary_s, ICON_OVERLAY)
face_s.Blend(facial_s, ICON_OVERLAY)
//Markings
if((H.dna.species.bodyflags & HAS_HEAD_MARKINGS) || (H.dna.species.bodyflags & HAS_BODY_MARKINGS))
if(H.dna.species.bodyflags & HAS_BODY_MARKINGS) //Body markings.
var/body_marking = H.m_styles["body"]
var/datum/sprite_accessory/body_marking_style = GLOB.marking_styles_list[body_marking]
if(body_marking_style && body_marking_style.species_allowed)
var/icon/b_marking_s = new/icon("icon" = body_marking_style.icon, "icon_state" = "[body_marking_style.icon_state]_s")
b_marking_s.Blend(H.m_colours["body"], ICON_ADD)
face_s.Blend(b_marking_s, ICON_OVERLAY)
if(H.dna.species.bodyflags & HAS_HEAD_MARKINGS) //Head markings.
var/head_marking = H.m_styles["head"]
var/datum/sprite_accessory/head_marking_style = GLOB.marking_styles_list[head_marking]
if(head_marking_style && head_marking_style.species_allowed)
var/icon/h_marking_s = new/icon("icon" = head_marking_style.icon, "icon_state" = "[head_marking_style.icon_state]_s")
h_marking_s.Blend(H.m_colours["head"], ICON_ADD)
face_s.Blend(h_marking_s, ICON_OVERLAY)
preview_icon.Blend(face_s, ICON_OVERLAY)
//Underwear
var/icon/underwear_standing = new /icon('icons/mob/clothing/underwear.dmi', "nude")
if(H.underwear && H.dna.species.clothing_flags & HAS_UNDERWEAR)
var/datum/sprite_accessory/underwear/U = GLOB.underwear_list[H.underwear]
if(U)
var/u_icon = U.sprite_sheets && (H.dna.species.sprite_sheet_name in U.sprite_sheets) ? U.sprite_sheets[H.dna.species.sprite_sheet_name] : U.icon //Species-fit the undergarment.
underwear_standing.Blend(new /icon(u_icon, "uw_[U.icon_state]_s"), ICON_OVERLAY)
if(H.undershirt && H.dna.species.clothing_flags & HAS_UNDERSHIRT)
var/datum/sprite_accessory/undershirt/U2 = GLOB.undershirt_full_list[H.undershirt]
if(U2)
var/u2_icon = U2.sprite_sheets && (H.dna.species.sprite_sheet_name in U2.sprite_sheets) ? U2.sprite_sheets[H.dna.species.sprite_sheet_name] : U2.icon
underwear_standing.Blend(new /icon(u2_icon, "us_[U2.icon_state]_s"), ICON_OVERLAY)
if(H.socks && H.dna.species.clothing_flags & HAS_SOCKS)
var/datum/sprite_accessory/socks/U3 = GLOB.socks_list[H.socks]
if(U3)
var/u3_icon = U3.sprite_sheets && (H.dna.species.sprite_sheet_name in U3.sprite_sheets) ? U3.sprite_sheets[H.dna.species.sprite_sheet_name] : U3.icon
underwear_standing.Blend(new /icon(u3_icon, "sk_[U3.icon_state]_s"), ICON_OVERLAY)
if(underwear_standing)
preview_icon.Blend(underwear_standing, ICON_OVERLAY)
var/icon/hands_icon = icon(preview_icon)
hands_icon.Blend(icon('icons/mob/clothing/masking_helpers.dmi', "l_hand_mask"), ICON_MULTIPLY)
var/icon/clothes_s = null
var/job_clothes = null
if(custom_job)
job_clothes = custom_job
else if(H.mind)
job_clothes = H.mind.assigned_role
switch(job_clothes)
if("Head of Personnel")
clothes_s = new /icon('icons/mob/clothing/under/civilian.dmi', "hop_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "brown"), ICON_UNDERLAY)
if("Nanotrasen Representative")
clothes_s = new /icon('icons/mob/clothing/under/centcom.dmi', "officer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "laceups"), ICON_UNDERLAY)
if("Nanotrasen Career Trainer")
clothes_s = new /icon('icons/mob/clothing/under/procedure.dmi', "trainer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "laceups"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suit.dmi', "trainercoat"), ICON_OVERLAY)
if("Blueshield")
clothes_s = new /icon('icons/mob/clothing/under/centcom.dmi', "officer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suit.dmi', "blueshield"), ICON_OVERLAY)
if("Magistrate")
clothes_s = new /icon('icons/mob/clothing/under/suit.dmi', "really_black_suit_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "laceups"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suit.dmi', "judge"), ICON_OVERLAY)
if("Bartender")
clothes_s = new /icon('icons/mob/clothing/under/civilian.dmi', "ba_suit_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "black"), ICON_UNDERLAY)
if("Botanist")
clothes_s = new /icon('icons/mob/clothing/under/civilian.dmi', "hydroponics_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "black"), ICON_UNDERLAY)
if("Chef")
clothes_s = new /icon('icons/mob/clothing/under/civilian.dmi', "chef_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "black"), ICON_UNDERLAY)
if("Janitor")
clothes_s = new /icon('icons/mob/clothing/under/civilian.dmi', "janitor_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "black"), ICON_UNDERLAY)
if("Librarian")
clothes_s = new /icon('icons/mob/clothing/under/civilian.dmi', "red_suit_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "black"), ICON_UNDERLAY)
if("Clown")
clothes_s = new /icon('icons/mob/clothing/under/civilian.dmi', "clown_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "clown"), ICON_UNDERLAY)
if("Mime")
clothes_s = new /icon('icons/mob/clothing/under/civilian.dmi', "mime_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "black"), ICON_UNDERLAY)
if("Quartermaster")
clothes_s = new /icon('icons/mob/clothing/under/cargo.dmi', "qm_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "brown"), ICON_UNDERLAY)
if("Cargo Technician")
clothes_s = new /icon('icons/mob/clothing/under/cargo.dmi', "cargo_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "black"), ICON_UNDERLAY)
if("Shaft Miner")
clothes_s = new /icon('icons/mob/clothing/under/cargo.dmi', "explorer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "explorer"), ICON_UNDERLAY)
if("Internal Affairs Agent")
clothes_s = new /icon('icons/mob/clothing/under/civilian.dmi', "internalaffairs_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "brown"), ICON_UNDERLAY)
if("Chaplain")
clothes_s = new /icon('icons/mob/clothing/under/civilian.dmi', "chapblack_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "black"), ICON_UNDERLAY)
if("Research Director")
clothes_s = new /icon('icons/mob/clothing/under/rnd.dmi', "director_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suits/labcoat.dmi', "labcoat_rd_open"), ICON_OVERLAY)
if("Scientist")
clothes_s = new /icon('icons/mob/clothing/under/rnd.dmi', "science_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suits/labcoat.dmi', "labcoat_science_open"), ICON_OVERLAY)
if("Chemist")
clothes_s = new /icon('icons/mob/clothing/under/medical.dmi', "chemistry_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suits/labcoat.dmi', "labcoat_chemist_open"), ICON_OVERLAY)
if("Chief Medical Officer")
clothes_s = new /icon('icons/mob/clothing/under/medical.dmi', "cmo_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suits/labcoat.dmi', "labcoat_cmo_open"), ICON_OVERLAY)
if("Medical Doctor")
clothes_s = new /icon('icons/mob/clothing/under/medical.dmi', "medical_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suits/labcoat.dmi', "labcoat_medical_open"), ICON_OVERLAY)
if("Coroner")
clothes_s = new /icon('icons/mob/clothing/under/medical.dmi', "scrubsblack_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suits/labcoat.dmi', "labcoat_coroner_open"), ICON_OVERLAY)
if("Geneticist")
clothes_s = new /icon('icons/mob/clothing/under/rnd.dmi', "genetics_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suits/labcoat.dmi', "labcoat_genetics_open"), ICON_OVERLAY)
if("Virologist")
clothes_s = new /icon('icons/mob/clothing/under/medical.dmi', "virology_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suits/labcoat.dmi', "labcoat_viro_open"), ICON_OVERLAY)
if("Psychiatrist")
clothes_s = new /icon('icons/mob/clothing/under/medical.dmi', "psych_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "laceups"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suits/labcoat.dmi', "labcoat_psyche_open"), ICON_OVERLAY)
if("Paramedic")
clothes_s = new /icon('icons/mob/clothing/under/medical.dmi', "paramedic_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suits/labcoat.dmi', "labcoat_paramedic_open"), ICON_OVERLAY)
if("Captain")
clothes_s = new /icon('icons/mob/clothing/under/captain.dmi', "captain_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "brown"), ICON_UNDERLAY)
if("Head of Security")
clothes_s = new /icon('icons/mob/clothing/under/security.dmi', "hos_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "jackboots"), ICON_UNDERLAY)
if("Warden")
clothes_s = new /icon('icons/mob/clothing/under/security.dmi', "warden_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "jackboots"), ICON_UNDERLAY)
if("Detective")
clothes_s = new /icon('icons/mob/clothing/under/security.dmi', "detective_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suit.dmi', "detective"), ICON_OVERLAY)
if("Security Officer")
clothes_s = new /icon('icons/mob/clothing/under/security.dmi', "security_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "jackboots"), ICON_UNDERLAY)
if("Chief Engineer")
clothes_s = new /icon('icons/mob/clothing/under/engineering.dmi', "chief_engineer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "brown"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/belt.dmi', "utility"), ICON_OVERLAY)
if("Station Engineer")
clothes_s = new /icon('icons/mob/clothing/under/engineering.dmi', "engineer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "orange"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/belt.dmi', "utility"), ICON_OVERLAY)
if("Life Support Specialist")
clothes_s = new /icon('icons/mob/clothing/under/engineering.dmi', "atmos_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/belt.dmi', "utility"), ICON_OVERLAY)
if("Roboticist")
clothes_s = new /icon('icons/mob/clothing/under/rnd.dmi', "robotics_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "black"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/suits/labcoat.dmi', "labcoat_robowhite_open"), ICON_OVERLAY)
if("Syndicate Agent")
clothes_s = new /icon('icons/mob/clothing/under/syndicate.dmi', "syndicate_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "black"), ICON_UNDERLAY)
if("Syndicate Officer")
clothes_s = new /icon('icons/mob/clothing/under/syndicate.dmi', "syndicate_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "jackboots"), ICON_UNDERLAY)
if("Syndicate Nuclear Operative")
clothes_s = new /icon('icons/mob/clothing/under/syndicate.dmi', "syndicate_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "jackboots"), ICON_UNDERLAY)
if("Emergency Response Team Officer")
clothes_s = new /icon('icons/mob/clothing/under/centcom.dmi', "officer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/hands.dmi', "combat"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/belt.dmi', "security"), ICON_OVERLAY)
if("Emergency Response Team Engineer")
clothes_s = new /icon('icons/mob/clothing/under/centcom.dmi', "officer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "workboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/hands.dmi', "combat"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/belt.dmi', "utility"), ICON_OVERLAY)
if("Emergency Response Team Medic")
clothes_s = new /icon('icons/mob/clothing/under/centcom.dmi', "officer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "white"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/hands.dmi', "combat"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/belt.dmi', "medical"), ICON_OVERLAY)
if("Emergency Response Team Inquisitor")
clothes_s = new /icon('icons/mob/clothing/under/centcom.dmi', "officer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/hands.dmi', "combat"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/belt.dmi', "claymore"), ICON_OVERLAY)
if("Emergency Response Team Janitor")
clothes_s = new /icon('icons/mob/clothing/under/centcom.dmi', "officer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "galoshes"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/hands.dmi', "combat"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/belt.dmi', "janibelt"), ICON_OVERLAY)
if("Emergency Response Team Leader")
clothes_s = new /icon('icons/mob/clothing/under/centcom.dmi', "officer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "laceups"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/hands.dmi', "white"), ICON_UNDERLAY)
if("Emergency Response Team Member")
clothes_s = new /icon('icons/mob/clothing/under/centcom.dmi', "officer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "jackboots"), ICON_UNDERLAY)
clothes_s.Blend(new /icon('icons/mob/clothing/hands.dmi', "combat"), ICON_UNDERLAY)
if("Naked")
clothes_s = null
else
if(H.mind && (H.mind.assigned_role in get_all_centcom_jobs()))
clothes_s = new /icon('icons/mob/clothing/under/centcom.dmi', "officer_s")
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "laceups"), ICON_UNDERLAY)
else
clothes_s = new /icon('icons/mob/clothing/under/color.dmi', "color_s")
clothes_s.swap_palette(PALETTE_JS_WHITE, PALETTE_JS_GREY)
clothes_s.Blend(new /icon('icons/mob/clothing/feet.dmi', "black"), ICON_UNDERLAY)
preview_icon.Blend(face_s, ICON_OVERLAY) // Why do we do this twice
if(clothes_s)
preview_icon.Blend(clothes_s, ICON_OVERLAY)
//Bus body accessories that go over clothes.
if(H.body_accessory && istype(H.body_accessory, /datum/body_accessory/body))
temp = new/icon("icon" = H.body_accessory.icon, "icon_state" = H.body_accessory.icon_state)
if(H.body_accessory.pixel_x_offset)
temp.Shift(EAST, H.body_accessory.pixel_x_offset)
if(H.body_accessory.pixel_y_offset)
temp.Shift(NORTH, H.body_accessory.pixel_y_offset)
if(H.dna.species.bodyflags & HAS_SKIN_COLOR)
temp.Blend(H.skin_colour, H.body_accessory.blend_mode)
if(t_marking_s)
temp.Blend(t_marking_s, ICON_OVERLAY)
preview_icon.Blend(temp, ICON_OVERLAY)
preview_icon.Blend(hands_icon, ICON_OVERLAY)
qdel(face_s)
qdel(clothes_s)
return preview_icon